precision highp float;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;
uniform mat4 projectionMatrix;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform float uTime; // 获取时间

void main() {
    vec4 modelPosition = modelMatrix * vec4(position, 1.0);
    gl_Position = projectionMatrix * viewMatrix * modelPosition;
     vUv = uv; // 传递 UV 坐标
}